12,526 Commits over 4,018 Days - 0.13cph!
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Horses use flesh collider material (for blood effects)
Better lerp client / server time offset (maybe)
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Added BuildOptions.EnableHeadlessMode just to Linux server build to see if that eliminates the need for manually adding "-nographics"
Corpses no longer inherit the network group from their parent (should greatly reduce cargo ship networking overhead)
Dropped items no longer inherit the network group from their parent (should greatly reduce cargo ship networking overhead)
NPCs no longer inherit the network group from their parent (similar to players, should greatly reduce cargo ship networking overhead)
Far away tree renderer also works with tree skins (vs. LODGroup)
Fixed NRE (editor only?) in far away tree manager
Removed rogue component from farawaytreesystem
Added ParticleSystemIK to flamethrower (fixes third person flame direction)
Added ParticleSystemIK (please refer me to a mental asylum)
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Rebased global trees to branch
Fixed RUST-303 (hopefully?)
Fixed player step detection glitchiness on stairs
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Merge from skin_unloading_2
When unparenting entities in DoServerDestroy, keep their world position so they don't warp to world origin for the rest of the frame
Unloading skins no longer causes any GC
Skin textures are "unloaded" instead of destroyed if they were loaded from bundles to prevent asset corruption
Fixed another race condition in skin unloading that could corrupt loaded skins
Fixed another race condition in skin unloading that could corrupt loaded skins
Doorways render as full walls in reflection pass to prevent light bleeding
Set editor and standalone default graphics quality to highest (for terrain painting, ffs Unity)
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Enabled incremental GC and added a bunch of convars
Use "full rect" mesh type on all sprites (except billboards)
Editor script to force "full rect" mesh type on all sprites (except billboards)